#pragma once

#include "MeshBase.h"

class Matrix;

class MeshSkinned : public MeshBase
{
public:
	MeshSkinned(void);
	virtual ~MeshSkinned(void);

public:
	virtual BOOL LoadFromXml( const char* fileName );

	virtual void Render();

private:
	struct SkinInfoValue
	{
		UINT m_index;
		float m_weight;
	};
	typedef std::vector<SkinInfoValue> SkinInfo;

	std::vector<SkinInfo> m_skinInfoArray;	

private:
	Matrix * m_worldTransformArray;
	Matrix * m_inverseTransformArray;
};
